Iron Golem, Weapons to use?

Jozen

Diabloii.Net Member
Iron Golem, Weapons to use?

I've heard that IK Maul is a good one because of the high chance of Crushing Blow. What exactly does crushing blow do? And does the Golem get all the stats listed on the weapons? Like if there's Max Damage +40, does the Golem get it? Or Ignore target's defense? What if for some reason you made your golem out of a Doom, would he have Freeze Aura?
 

Myrakh-2

Diabloii.Net Member
I wouldn't use expensive weapons like that for a golem --- he can be killed, or he can just disappear, or you might want to summon a more useful golem instead... in which case your weapon will be gone.

I don't know whether he'll get ALL stats --- he'll get almost all for sure :)

Crushing blow takes away a % of the monsters current hitpoints --- essentially, it's the physical damage variant of static field, but without the 50% cap.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Jozen said:
I've heard that IK Maul is a good one because of the high chance of Crushing Blow. What exactly does crushing blow do? And does the Golem get all the stats listed on the weapons? Like if there's Max Damage +40, does the Golem get it? Or Ignore target's defense? What if for some reason you made your golem out of a Doom, would he have Freeze Aura?
Things like IK Maul and Hwanin's Refuge make for good IG's. You can also make an elementally immune Golem. For an explanation of CB just scroll down this page.

The Golem gets certain properties of the items he is made from, but not all. Things that affect stats like +vit or +strength do not transfer to your Golem. Anything that has to do with mana does not get transferred. ITD is also something that can't be transferred.

If you were to make a Golem out of Doom, he would get the HF aura.
 

Growlor

Diabloii.Net Member
I agree with Myrakh-2, don't make an IG out of

expensive items as you'll eventually lose him to something (its really aggravating when they just disappear becuase you are running too fast.)
I also hate to tie myself down to one golem as its often useful to just "throw" a clay golem into the face of a bunch of shooters (OB knights, burning souls, etc) and let him take the hits while you shoot at them.)
One cool thing is to make em out of ethereal versions of what would otherwise be good items. In addition to the properties, they get a cool tranlucent look.

Growlor
 

Myrakh-2

Diabloii.Net Member
Don't forget that some ethreal items ARE good, because a merc can wear them, or they have autorepair/autoreplenish :)

EDIT: "running too fast" isn't the main problem.

I often end up in the wrong end of some map, so I have to go (go=run for me, since I'm wearing Trangs) back quite a bit. In order to avoid losses I try to walk a bit, then wait for my skellies to catch up, then walk again, wait again and so on.

Doesn't help; skellies or the golem still vanish. There's just no way to move through empty (i.e. no monsters) areas without loosing minions, short of teleporting --- which I can't do, even if I accept the loss of +skills (and other stuff like resists, but that doesn't matter for teleporting through empty maps) when switching to a teleport-staff
since both my weaponswitches are used.

It's less extreme than with revives --- you can't move revives more than a few steps --- but still extremely annoying. For an iron golem user it would be worse...
 

EuroJamie

Diabloii.Net Member
My favourite are items with a % chance to cast on being hit mod on them. Means you don't need to worry about AR, etc. Just launch your IG into a pack of monsters and let him take a beating.
 

EuroJamie

Diabloii.Net Member
I'm afraid not. The indestructible mod relates to the durability of an item, not the life of a character. Therefore, when the indestructible item becomes a character (ie an IK Maul becomes an Iron Golem), the mod loses any relevance.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
EuroJamie said:
My favourite are items with a % chance to cast on being hit mod on them. Means you don't need to worry about AR, etc. Just launch your IG into a pack of monsters and let him take a beating.
Hwanin's Refuge with the %ctc Static when struck does very well against those tough mobs.
 

EuroJamie

Diabloii.Net Member
Mad Mantis said:
Hwanin's Refuge with the %ctc Static when struck does very well against those tough mobs.
It definitely looks like a winner, but I'm far too mean and poor to use a set/unique for an IG. I just stick to rares I find that would otherwise be sold to Charsi :lol:
 

Death on Dark Wings

Diabloii.Net Member
OK thanks. Anyway, may I know which item makes my golem last the longest and is considerably sustainable such that maybe even a clay golem is no match? I've a bad feeling it's a COA, stormshield or shaftstop...
 

xFullenex

Diabloii.Net Member
From what I hear its best to make a IG out of a 4 socketed high base resist pally shield and put in 4 p diamonds. Now ur Golem is basically Immune to all the elements. With my necro (lvl 90 on west) I didnt have much problem with losing him in combat, just to certain unqiue monsters and if a few more of lister's homeboys gathered around him and picked him into metal shavings. I havent used him against Baal with that item. So I'm not sure how he would stand up... But for Baal I prefer Clay Golem + Decrep and let him get surrounded by my minions and then baal aint going no where :)
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
xFullenex said:
From what I hear its best to make a IG out of a 4 socketed high base resist pally shield and put in 4 p diamonds. Now ur Golem is basically Immune to all the elements.
No need to use the Pally shields. Resent tests have shown that Summon Resist counts towards making an IG immune.




JoJeck said:
Tests Continued

I used my Necro and Sorc to test the effects of resistances in the items used for the IG. First off, a paladin shield with 10% resist all and 3 perfect diamonds to give a total of 67% was made into a golem. With my Necro's summon resist at 59% this would give 126% resist all. The cursor hover showed the golem as immune to lightning and poison but it was also immune to fire and cold as proved by the sorceress attacks. This suggests that the cursor hover shows the combined effect of the inherent resistance and item resistance but NOT the summon resist.

So this proved to my satisfacation that an IG elemental resistance is the sum of inherent resistance, summon resist and item resistance.

Next I wanted to test what the minimum resistance an item would need for it to be totally immune. Since my level 11 summon resist was 59% and the inherent IG resist is 50% for lightning and 100% poison, only 41% cold and 41% fire is needed from the item. So taking a 3 socket shield a P Saphire (40% cold) and P Ruby (40 Fire) and a normal diamond (11% resist all) were added. The resulting IG was immune to all elements, thereby proving again that resistance is simply the sum of the 3 contributions.

This means that it is much easier to make immune IGs that had previously been thought. Paladin shields are not needed and not even perfect diamonds. If you can get a level 12 summon resist which gives 60% resist all when you make the golem (n.b. BO and shrines can help here) only a perfect saphire and perfect ruby in any 2 socket shield will do. Note the cursor hover will only show immunity to poison but the IG will be totally immune to elements as well.
 

prion

Diabloii.Net Member
wonder if that's a bug since it doesn't display?
*note that classifying something as a bug does not intend to judge its usefulness or give any indication that Bliz will actually fix it.
 

Death on Dark Wings

Diabloii.Net Member
Hmmph. A +45 resist shield with 4 perfect sapphires and summon resist still don't seem enough to take the effects of cold mastery, but I'd still take a mental note of iron golem in case.
 

Mad Mantis

D2/3 Necromancer & Witch Doctor Moderator
Death on Dark Wings said:
Hmmph. A +45 resist shield with 4 perfect sapphires and summon resist still don't seem enough to take the effects of cold mastery, but I'd still take a mental note of iron golem in case.
That is odd since immunities aren't affected by CM IIRC.
 

darnocpdx

Diabloii.Net Member
I don't use them in 1.1 but I did in 1.09 and I founf casting them from just about anything on the ground was best. Persoanlly (having used most the good high end gear for one in 1.09, Hawains was by far my favorite) I decided I didn't like having my golem determine the pace of play for me.
 
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